• Title/Summary/Keyword: Virtual Education

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Effects of Health Education Using Virtual Reality for Adolescents: A Systematic Review and Meta-Analysis

  • Park, SoMi;Chung, ChaeWeon;Kim, Gaeun
    • Journal of Korean Academy of Nursing
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    • v.53 no.2
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    • pp.177-190
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    • 2023
  • Purpose: This study aimed to evaluate the effects of health interventions using virtual reality (VR) on improving knowledge, attitudes, and skills; and inducing behavioral change among adolescents. Methods: This study is a systematic review and meta-analysis following PRISMA guidelines. We searched Cochrane, MEDLINE, Embase, CINAHL, Scopus, Web of Science, and Korean databases between database inception and April 10, 2021. Based on heterogeneity, a random- or fixed-effects model was used, as appropriate, to calculate effect sizes in terms of the standardized mean difference (SMD) and odds ratio (OR). Studies were selected if they verified the effects of health education using VR on adolescents; there was an appropriate control group; and if the effects of education were reported in terms of changes in knowledge, attitudes, skills, or behaviors. Results: This analysis included six studies (n = 1,086). The intervention groups showed greater responses in knowledge and attitudes (SMD = 0.57, 95% confidence interval (CI) [0.12 to 1.02]), skills related to health behavior (SMD = - 0.45, 95% CI [- 0.71 to - 0.19]), and behavioral change after 12 months (OR = 2.36, 95% CI [1.03 to 5.41]). Conclusion: The results confirm the effectiveness of health interventions using virtual reality (VR). Although the analysis include a small number of studies, a case can be made for health interventions using VR to be utilized as educational methods and strategies to prevent risky behaviors among adolescents.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

Development and Usefulness Evaluation of Virtual Reality Simulator for Education of Spatial Dose Rate in Radiation Controlled Area (방사선관리구역의 공간선량률 교육을 위한 가상현실 시뮬레이터의 개발과 유용성 평가)

  • Jeong-Min Seo
    • Journal of radiological science and technology
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    • v.46 no.6
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    • pp.493-499
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    • 2023
  • This study developed education contents of measuring spatial dose with virtual reality simulation and applied to students majoring radiological science. The virtual reality(VR) contents with measuring spatial dose rate in the radiation controlled area was developed based on the simulation from pilot study. In this simulation, the tube voltage and tube current can be set from 60 to 120 kVp in 10 kVp steps and 10 to 40 mAs in 10 mAs increments, and the distance from source can be set from 30 to 400 cm continuously. Iron and lead shields can be placed between the source and the detector, and shielding thickness can be set by 1 mm increments ranging from 1 to 20 mm. We surveyed to students for evaluating improvement of understanding spatial dose rate between before and after education by VR simulation. The survey was conducted with 5 questions(X-ray exposure factors, effects by distance from the source, effects from using shield, depending on material and thickness of shield, concept and measuring of spatial dose rate) and all answers showed significant improvement. Therefore, this VR simulation content will be well used in education for spatial dose rate and radiation safety environments.

Implementation of Simplified Electronic Measuring Devices Using Java Applets (자바 애플릿을 이용한 단순화된 전자계측장비의 구현)

  • Kim, Dongsik;Moon, Ilhyun;Woo, Sangyeon
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.69-77
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    • 2007
  • In this paper we implement main functions of electronic measuring devices, which are essential to design electric/electronic virtual laboratories on the Web. The implemented virtual electronic measuring devices such as virtual analog multimeter(VAM), virtual function generator(VFG), virtual oscilloscope(VOSC) enable the learners to perform the virtual experiments on the Web by simple mouse clicks. In order to show their validity virtual experiments for understanding how to use them are designed. The virtual experiments for measuring resistance(OHM), AC/DC Voltage(ACV/DCV) and DC Current(DCA) by the VAM are illustrated. In addition, the learners can change the frequency of the signal generated from the VFG and measure by the VOSC several types of the signals generated from the VFG such as triangular, pulse, sinusoidal waveforms. The VOSC can measure voltage and current through two channels of it and provide the learners with additional functions such as zooming, trigger, cursor, summing of waveforms. Since the virtual electronic measuring devices have been implemented as forms of Java classes, various types of applications are available according to the structures of virtual laboratories.

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The Effect of Education Integrating Virtual Reality Simulation Training and Outside School Clinical Practice for Nursing Students (간호대학생의 가상 현실 시뮬레이션 교육과 교외 임상실습을 통합한 교육의 효과)

  • Lim, Semi;Yeom, Young-Ran
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.100-108
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    • 2020
  • The purpose of this study is to identify the differences in self-efficacy, clinical performance ability, and critical thinking disposition after applying education integrated educational virtual reality simulation to training and outside school clinical practice to nursing college students and to provide them as basic data for effective practical education. This study was conducted from June 8 to July 3, 2020, and enrolled in the 3rd year of university in G city, and 30 subjects who did not receive virtual reality simulation training or outside school clinical training at all. Data were analyzed by Paired t-test. As a result of the study, the result of pretest and posttest to each group showed statistically significant improvements in self-efficacy, clinical performance ability, and critical thinking disposition. As a results of the study, education integrating virtual reality simulation training and clinical practice for nursing students to improves clinical performance ability, improves critical thinking, and self-efficacy, so it is thought that various virtual reality simulation training must be suitable for clinical situations before practice is necessary.

Effects of Psychiatric Nursing Practice Education Using Virtual Simulation for Nursing (가상간호시뮬레이션을 활용한 정신간호실습 교육의 효과)

  • Han, Mi Ra;Lee, Jihye
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.333-342
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    • 2021
  • The purpose of this study is to compare the differences in transfer motivation and learning self-efficacy before and after applying virtual simulation for nursing in psychiatric nursing practice, and to provide them as basic data for effective psychiatric practical education. This study was conducted from October to December 2020. The subjects were 41 people who were enrolled in the third year of a located in U city, and who had received psychiatric nursing practice education using virtual simulation for nursing. Data were analyzed by paired t-test and pearson's correlation coefficient. After practice compared to before psychiatric nursing practice with virtual simulation nursing applied, transfer motivation was significantly increased and learner self-efficacy increased, but it was not statistically significant. Therefore, It was confirmed that psychiatric nursing practice education using virtual simulation for nursing is partly an effective practice strategy.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

Effects of Preclinical Virtual Reality Simulation in Undergraduate Nursing Students

  • Mihyun Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.6
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    • pp.1413-1424
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    • 2023
  • Virtual reality (VR) simulation in nursing education, especially in the teaching of VR simulations just prior to clinical practice, has the potential to enhance the effectiveness of clinical practice and better prepare nursing students for patient care. The aim of this study was to evaluate the effect of a preclinical VR simulation education program on the development of critical thinking, self-efficacy, problem-solving ability, and perceived clinical competency among undergraduate nursing students. The study was conducted between May and June 2021 using a pretest-posttest design with a control group. A total of 42 nursing students were recruited through convenience sampling from two separate classes. The intervention group participated in VR simulation education, while the control group engaged in lecture-based education, before beginning clinical practice. Assessments were conducted before preclinical education and after completing clinical practice using structured questionnaires. The data was analyzed using chi-square tests, independent t-tests, and ANCOVA. The findings indicated that the intervention group had a significantly higher score in perceived clinical competency compared to the control group (F = 5.25, p = 0.029) after controlling for pretest scores. However, there were no statistically significant differences in critical thinking, self-efficacy, or problem-solving abilities between the two groups. These findings suggest that preclinical VR simulation education is partially effective in preparing nursing students for their clinical practice, underscoring the need for a balanced educational approach that integrates VR with clinical practice to develop a full spectrum of nursing skills and knowledge.

Utilizing Metaverse for Bidirectional Coding Education (양방향 코딩 교육을 위한 메타버스 활용 방안)

  • Lee, Seung Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.2
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    • pp.288-293
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    • 2022
  • Recently, metaverse is becoming increasingly important in coding education. One of the most important elements in metaverse is interaction in 3D virtual space. However, most existing education methods still utilize metaverse for unidirectional education without making use of interaction. This paper proposes a new method of using metaverse for bidirectional coding education. In the metaverse virtual space, a professor and students are able to share their PC screens for monitoring purposes. Also, once a student sends a request to the professor, the professor can immediately provide proper feedback (such as source codes correction) through access control. This metaverse virtual space is able to include more than two professors that allows for a many-to-many coding education. This paper presents a way of constructing the metaverse environment and teaching scenario, followed by the descriptions of the advantages and requirements for the proposed method.

A Case of IT Confusion Education: Simulation for Furniture Placement based on Virtual Reality (IT융합교육 사례: 가상현실에 기반한 가구배치 시뮬레이션)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.25-30
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    • 2015
  • Virtual reality is a combination of various studies, such as programming, simulation, and computer graphics. This type of new cultural paradigm requires novel concept of contents development and information exchange. This research uses 3D virtual reality technology in new equipment called I-Bench Mobile which let user to interact with the equipment for completing furniture disposition task. The simulation is manufactured in 3D with application of physics, and the ultimate goal of it is to increase customers' satisfaction by allowing them to enjoy snap shot function for arranging furniture at exact desired place. This research requires not only coding techniques but also educating process in both engineering and art, such as computer science, media art design, and visual communication; therefore, the development of software by facilitating Virtual/Augmented Reality technology in this research is a good example of fusion IT technique education.